In this week’s problem, White has to try to save the game.
King and Pawn endgames are very good for improving your powers of calculation. White has to play precise moves to draw this position.
The solution to last Monday’s problem is that Black wins with 1… Kd5 2. Kb4 Kd4 3. Ka5 f5 or 2. b4 f5 3. b5 f4 4. b6 Kc6 5. Ka6 f3 6. b7 f2 7. b8=Q f1=Q+ and Black wins the White Queen.
In the game, the strong grandmaster playing Black , played 1… f5.
This only draws, as White can play 2. Kb4 Kd5 3. Kc3 Ke4 4. Kd2 Kf3 5. b4.